By Sage2k and many others:
ParaWorld Modding
Just some early modding.
Green Tyrannosaur Titan Skin (1st release)

Here is the first release of the green T.Rex skin (~1.2Mb):
http://files.filefront.com//;5447451;;/
Instructions, along with back up original files, are included.
Have fun. Report problems, leave feedback.
Sidenote - The skin uses original Normal Map, so the Rex looks wrinkled on the sides (where his "gear" should be). I'll include a better suited Normal Map in a future release.
Customize Hotkeys.
You can configure hotkeys by browsing to:
where you installed PW\Data\Base\Scripts\Game\options
And opening Keys.srf file with any text editor (Notepad).
It's easy to understand how to edit it for your needs.
Just edit the name of the key(s) to the left of the Function.

Be sure not to assign two same keys to, say, two different buildings.
Disabling the light flashes during fighting.
Download this modified PW file
http://files.filefront.com//;5464053;;/
And place it to (remember to backup the file it overwrites):
where you installed PW\Data\Base\Scripts\Game\misc
Skinning.
The game stores textures in dds .format which is standart for DirectX applications. You will need an application (a little more advanced than Paint ) which is able to read, edit and write graphics files. Then get a .dds file format plugin, which is free.
Update: PW supports even higher resolution textures than the included ones! So we can update the quality of the texturing if needed. I tested up to 2048x2048 resolution with an Allosaurus skin (haven't tested normal maps, should work as well). In other words PW will not be aging (in terms of texture quality) in the coming years if textures (and normal maps?) are updated (and the Birth of a Dinosaur video showed some high resolution textures made by SEK).
Here are just a few simple texture mods:
*

Green Allosaurs, to merge with the enviroment better
*

Purple Allos!
I didn't really notice battle scars on dinos until now
BTW, PW demo contains textures for all animals (even those not presented in the demo), I haven't taken a look but I wonder if there are models of them as well.
The textures also contain the name of the climatic zone where the particular dino lives.
I can post the list of what dinos inhabitate each enviroment if needed.
Music.
The demo contains a lot (all?) of PW music.
The folder is:
where you installed PW\Data\Base\Audio\Music\
Total of 51 mp3 files (75 minutes) in 142 megabytes.
You can replace those files with your prefered music if needed.
Models - not yet.
I can extract the textures but those aren't too interesting.
I can do anything with the texturing of ingame Stina, for example
Textures.
"Selling AD space for skulls!"
Now that's a market based economy

Here's the guide (I haven't tested this myself but it has to work):
1. Download Paint.NET 2.70 by following this link:
http://www.getpaint.net/download.html
If you have Microsoft .NET Framework 2.0 installed then choose the 1st 3.57 MB one, if you have .NET 2.0 then choose 2nd 49.2 MB one.
If it's the first time you heard of Microsoft .NET Framework then just download the 2nd one.
2. Download this: (Thanks to dmashton.co.uk)
http://www.dmashton.co.uk/download/D...naries_1_6.zip
3. Install Paint.NET
4. Place the three DLLs (DdsFileType.dll, SquishInterface_Win32.dll and SquishInterface_x64.dll) from DdsFileType_binaries_1_6.zip (from step 2) within your Paint.NET ‘FileTypes’ directory.
5. Open Paint.NET
In the program window's menu bar File > Open.
Use the opened browser to locate:
where ever you installed the demo\Paraworld MP Demo\Data\Base\Texture
You'll see the folders containing different types of textures. Open one then open a texture file.
You're ready to work with it.
But be sure to copy the file, you are going to edit, and paste into the same directory. If you want to use the default texture, just delete the edited one and rename the original back uped file "Copy of texture name here" name to "texture name here".
6. After you edit the texture, "File" > "Save", click OK and you're ready to launch Paraworld demo.
If somebody tries this out, I would be nice to know if there's something important during the process that is not mentioned in the guide.
Thank you.
Quote:
Originally Posted by DTkach
How do you paint them like that?I used the paint bucket and it didn't work right.It colored the whole picture.And the paintbrush takes long.What did you use?
I'm using Photoshop, so I don't know the name of the effect in Paint.NET, but it should be there since it's a basic effect.
In PS it's called Hue Adjusting.
--
A plain elephanteque skin. Not finished yet.

It seems like I'll be doing a total dinosaurs skin mod for PW sooner or later. ProtaWorld: Total Realism, lol
Originally Posted by cahir
I doubt the developers like this XD
I haven't developed a game but had to make creative dicisions which not everybody liked and I can relate to the developers.
Having a Modding thread in the game's official forum almost a month before the release of the game...
I do hope I'm not taken as a hostile force to the game because of the nitpicks I wrote a few days ago.
Honestly, I think a game like ParaWorld needs (and has/will have tools for modding) a modding community. It's just hard for me not to mod such a special game
I'm half finished with a new skin for Stegos
There's also a way to disable the intro videos except the SunFlowers video, but I'm not too sure I should write the "trick" here at the forums
Well, I love this pic with a new Brachio skin.

It just feels more 'realistic' to me.I don't really expect a 50 tonn 15 meter high animal to be orange in color with blue stripes on the back
But don't confuse my modding with a will to make PW seems lesser or something.
I'm only doing some tweaks to make the game even more enjoyable for certain people (like me ).
Update: Here's the Stego skin.

I haven't touched the GSF files and I know they contain 3D models & animations. My experience with modeling, rigging, animations is practically zero, so I don't think I'll be able to export/import GSF files' contents.
It would be a great if somebody finds a way with GFS files.
I'll become a modeller & animator right away if those GFSes become moddable .
The Devs have promised to include the same Map Editor they used (there's a reason to belive it with these developers) and some tools for modding. It has been mentioned though that models probably won't be accessible with those

Skins, Sounds, Music & Effects are moddable at this phase. We'll get a Map Editor with the full game. That leaves the models & animations as unmoddable. And those essential.
I've got an idea for a total conversion already, lol.
I'm thinking of making a Forum (+ Site?) about PW modding.
I'd call it ProtaWorld and have the mods on the site have names in this particular fasion:
ProtaSkin <name>
ProtaSound <name>
ProtaMusic <name>
ProtaModel <name>
and...
ProtaWorld <name> [for a total conversion]
We'll see how everything goes, right?
The Rex is nearly finished:

Ran intro practical problems with it's arms, toes & teeth, so he took much more time than Brachio & Stego. Rex also needs legs color adjusted to greener & polish arms, underfeet.
I'll also add Rex sounds from JP/LW for the full pack. (The sounds are copyrighted but we'll see...)
It just couldn't happen at a better time.
After polishing the skin and having the Rex pretty much completed, I got this:

It looks as if bloom doesn't work on it, or it's specifically shaded down for some reason. I switched to the original PW skin and have the same problem.
All original lower detail skins work fine.
If anybody (developers, where are you? ) has any ideas about this particular problem, I'd like to hear you share.
Quote:
Originally Posted by Neox
did you change something on the normalmap? because the bloom is working over the whole screen and is not limited to one object...
the problem with your version is, that it will be almost invisible in the ashvalley setting

oh and you killed the alpha channel

Yes, "no bloom" was a stupid thing to think of.
And yes, I overwrote NM accidentelly, Thanks!
We here don't have an Ashvalley, so until then
Yes, I had trouble with Alpha channel. You saved textures as DXT5?
Quote:
Originally Posted by Neox
jep
blablablablabla (sorry just that i have the ability to post

Thank...
I've too much "Thanks" in your regards, so I should try something new.
Danke!
To desactivate opening and ending videos, delete all files *.bik in directory:
Paraworld MP Demo\Data\Locale\uk\Video\
AND
Paraworld MP Demo\Data\Base\Video\
Here is the first release of the green T.Rex skin (~1.2Mb):
http://webfile.ru/get/310446448/ProtaSkin.rar
(link availabe until 30.08)
Instructions, along with back up original files, are included.
Have fun. Report problems, leave any feedback.
Sidenote - The skin uses original Normal Map, so the Rex will look wrinkled on the sides. I'll include a better suited Normal Map in a future release.
Quote:
Originally Posted by poels6
i don't understand what is the different between symbol-icons and picture-icons. (symbol-icons smaller than picture-icons?)
If I understand correctly, symbol icon is conceptual picture. A conceptual icon shows the building's function (think of a road sign).
Like: using a small dinosaur (Velociraptor) in an icon for a Small Dino Farm, using a medium sized dino (Stegosaurus) for a Medium Dino Farm and a big dino (T.Rex) for a Huge Dino Farm.
This way you understand what is the building's function. You see a small dino icon - it's a building that trains small dinos, you see a bow and spear - it's a barracks.
The game has pictures of the buildings as icon, so it's not as informative.
At least I think that's what was meant.
Multiplayer Server.
I saw the system of multiplayer. It's interesting.
There is the possibility to make a server "High Rate" (Hpx4, Attackx5, Ressourcex2,...)
That opens a lot of prospects.
I was goofing around with Allosaurus default skin yesterday. I think it actually turned out much more decent than I expected:

Actually, making a range of colors for a single skin was one of my first ideas, I've just started implementing:

Quote Copernicus:
I also modded for Paraworld demo, I've got 2 mods; the first reduces the costs for Levepup to 0, the second reduces the costs of the units in Army-Designer.
You can donwload them here:
http://hosted.filefront.com/Krosanic/
Updated Normal Maps ("Bumpiness"):


The first image shows the updated NM. The second - original.
Notice Rex's sides, legs & base of its tail.
And that's also Jurassic Park Velociraptor color scheme there.
Colors:

I'll batch the skins in separate Warm Colors & Cold Colors variants. I know it's taking long. (Honestly, I've done that just today , was a little distracted the whole week)
& etc:



I love close ups of the dinos. Eh, too bad [for me] there's no PW screen shot or PW wallpaper contest.
Today, I realized that I haven't even touched the Norse's skins.
Well, I can "fix" that.
Purple Trikes wearing 'ice' armor. Hey, I was just testing

White is the new fasionable Norse color to wear:



Hm, Mammonths are actually un undercovered civilized species of mammals, they're smarter than you may think. But some blow their cover:

Them wearing underware is evidence of high intelligence
(Eh, I should've done it better, I know

Kapro (SEK):
Only half? D'oh! What did we do wrong?
No, seriously:
There is an awful lot of things that have to be done before you get an object to work in the game. And an awful lot of possibilites to screw it up beyond all recognition. Firstly you need all our plugins for 3ds max, which are not bad at all, but you need some serious counseling before being able to make any sense of all the buttons and stuff which are mostly cryptical, if not nondescript. There are various combinations to avoid which make your export look completely weird or crash the object viewer immediately. All your objects need the right object class set with all associated properties, flags, LODs, destruction levels, construction levels, animations and whatnot.
Then you need to script them into the resource builder scripts and the ingame scripts, you have to build the resource files (which, if done wrong, makes your game crash), place the objects in the level-editor, and... well that's about it. But believe me, these lines of text can not nearly express the labour that is needed to make things work in the game. We do it day after day, and it took us quite a while (talk about months here) to figure out all the little hiccups and glitches.
Stew2000:
I'm thinking 'Stargate' Mod to replace the warpgate.

Would it be Possible?
Would it be even more possible to have 2 Stargates in the game to transport from one side of the map to the other?